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Improving Battle Balance for Frontline Episode 5

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heavymetal1967 #1 Posted Jun 14 2019 - 03:08

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In a nutshell.

 

Reserve slot numbers (i.e. airstrikes, smokescreens) changed.

 

Lights and arty get their reserve slots cut to one each from three. TDs remain unchanged at two slots.  And meds get an extra one to two total.  Heavies are the big winners with two extra slots so they're maxed at three.

 

Respawn cooldowns cut from 30 to 10 seconds, but vehicle restoration increased from 5 minutes to 7 minutes. 

 

And the pillboxes can spot out to 445 and if you damage tanks from their spotting you get full xp as if you spotted yourselves.  And they have unlimited radio range.

 


 

Partial copy/paste.


Full article, https://worldoftanks.com/en/news/game-modes/frontline-episode-5/

 

Rebalancing Combat Reserve Slots

 

Our statistics and your feedback illustrate that light tanks still feel right at home in Frontline. They are very effective and can easily reach the main objectives, leaving other vehicles behind.

To even the odds between different tank classes, we decided to change the number of combat reserve slots available to each class. The new number of slots is as follows:

 

 

This change will provide especially significant support for heavy tanks that need more time to get to the epicenters of battles, and which are more vulnerable on the large map. At the same time, light tanks should still be able to fulfil their roles on the field.

 

Pillbox Surveillance

 

Pillboxes have now gained the ability to spot attackers and provide intelligence to allies. Their spotting mechanics will work exactly the same way as those for any other vehicles in the game; accordingly, all standard visibility and concealment rates apply to them as well. For example, if you shoot a pillbox, it may be easier for enemies to spot you, and if your Crew members have concealment skills, it will be more difficult for pillboxes to detect you.

 

IMPORTANT: The maximum spotting range of the pillboxes will be 445 meters. However, pillboxes can transmit radio intelligence to all allies without distance limits.  

Finally, if you inflict assisted damage on vehicles spotted by pillboxes, this damage will be calculated without penalty.

 

These adjustments will prevent situations where fast light vehicles get behind enemy lines and deal a great amount of damage while staying unspotted. Defenders will be able to better control the areas around pillboxes, and attackers will have to try different tactics to succeed.     

 

Reducing Cooldowns and Restoration Time

 

We have reduced the technical cooldown on respawn to 10 seconds, instead of 30. Now you have less downtime in the game — play and farm at your pleasure!

 

In addition, we're increasing the restoration time for destroyed vehicles to 7 minutes instead of 5. This change will raise the cost of a mistake in battle and encourage you to play more carefully with your favorite tanks. Your team needs you, so be careful and plan your actions a few paces ahead!

 

 

Furthermore, by destroying a specific tank, you will effectively have reduced the choice of available machines for your opponents in their Garages. This means you should be fighting certain classes of vehicles in Frontline less often.

 

Feel free to visit our forum and share your thoughts on the upcoming balance tweaks. Good luck in the fifth Episode, Commanders!  

 

 



heavymetal1967 #2 Posted Jun 14 2019 - 03:18

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Throwing this in too.   June FL around the corner and schedule is out for July as well.

 

Same article as linked in previous post on the main page.

 

Commanders!

 

FRONTLINE 2019: EPISODE 5
STARTS: Monday, June 17 at 04:00 PT | 06:00 CT | 07:00 ET
ENDS: Monday, June 24 at 01:00 PT | 03:00 CT | 04:00 ET
CEASE-FIRE: Daily at 01:00-04:00 PT | 03:00-06:00 CT | 04:00-07:00 ET
 

The fifth Episode of Frontline 2019 will be available for one week on NA servers. This is your next chance to experience epic 30v30 battles, win heaps of rewards, and join the race for formidable reward tanks!

 

We also have news concerning the next Frontline Episode. Episode 6 will take place between July 15 at 04:00 PT | 06:00 CT | 07:00 ET and July 22 at 01:00 PT | 03:00 CT | 04:00 ET.



Devil__Anse #3 Posted Jun 14 2019 - 03:28

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as far as im concerned arty should have 0 slots.  you want the advantage of sitting on the redline doing damage that's your reward

stryker105mm #4 Posted Jun 14 2019 - 03:56

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how about a new map. with all the maps wg has they can blend them all in to make one map 

Hellsfog #5 Posted Jun 14 2019 - 04:30

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As usual WG over reacts, especially with the death timer. Why on god's earth would anyone make it longer, other than to punish players without deep garages and handicap their teams? It's like they don't want new or casual  players to enjoy frontline. 

jsn87xi76slk92mc802d7sk1 #6 Posted Jun 14 2019 - 04:33

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ill play that crapif somebody explains to me why for 29m.30s game and 13000 damange with 8 kills i net 24000 credits.............. 

 

 



JakeTheMystic #7 Posted Jun 14 2019 - 06:33

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What even is the point of this post? Who reads the forums but doesn't read the news feed? All OP did was regurgitate information that is already readily available... 

 

 

View Postjsn87xi76slk92mc802d7sk1, on Jun 13 2019 - 18:33, said:

ill play that crapif somebody explains to me why for 29m.30s game and 13000 damange with 8 kills i net 24000 credits.............. 

 

 

 

Fire less premium rounds. I fire only premium and still make 15-20k a game, you must be either missing a ton of shots or just flat out dying constantly. 

 

 


Jryder #8 Posted Jun 14 2019 - 06:49

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Not understanding the dead vehicle restoration being extended to 7 minutes. 

They do want people in the game playing, right?

 

So now, rather than wait the 30 seconds to re-enter the battle (which counted towards restoration as well), we are encouraged to jump back in faster, burn through tanks, and wait longer?

 

Not sure that the timing, except for maybe shortening the respawn timer to maybe 20 seconds, needed to be messed with. Even then, 30 seconds was fine enough.

 

"Why on God's earth would anyone make it longer, other than to punish players without deep garages ..."

Maybe that's the answer-a kind of crappy attempt to get players to buy more tanks???

 

If so, that is REALLY weak on their part.


Edited by Jryder, Jun 14 2019 - 06:49.


jsn87xi76slk92mc802d7sk1 #9 Posted Jun 14 2019 - 06:53

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View PostJakeTheMystic, on Jun 14 2019 - 06:33, said:

What even is the point of this post? Who reads the forums but doesn't read the news feed? All OP did was regurgitate information that is already readily available... 

 

 

 

Fire less premium rounds. I fire only premium and still make 15-20k a game, you must be either missing a ton of shots or just flat out dying constantly. 

 

if i fire prem i actually lose money unless its a win

 

yeah i die a lot. i mean you dont generally get to do 11k+ without dieing a lot..... but according to the rules each tank is repair charged only once, so if you only rotate 3 tanks, you only pay for 3 reps, regardless of how many times with each of these tanks you died.

 

or so it says. fact is they keep lowering the profitability. 



TankFullOfBourbon #10 Posted Jun 14 2019 - 07:19

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FL?

 

Are there still anyone playing FL?



2MOEJOE #11 Posted Jun 14 2019 - 07:49

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I never played much FL and I sure won't bother now.

Edited by 2MOEJOE, Jun 14 2019 - 07:49.


JakeTheMystic #12 Posted Jun 14 2019 - 10:09

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View Postjsn87xi76slk92mc802d7sk1, on Jun 13 2019 - 20:53, said:

if i fire prem i actually lose money unless its a win

 

yeah i die a lot. i mean you dont generally get to do 11k+ without dieing a lot..... but according to the rules each tank is repair charged only once, so if you only rotate 3 tanks, you only pay for 3 reps, regardless of how many times with each of these tanks you died.

 

or so it says. fact is they keep lowering the profitability. 

 

The part about paying for the repairs once is true, I typically play 3-4 tanks, cycling through the 252U, IS-3A, LTTB, and Lansen, sometimes throwing in the 130PM or a Skorp G if im defending. 

 

I do run with premium account, but I know a couple of people who dont but they do run reserves and still make 120-150k a game on average...



Mojo_Riesing #13 Posted Jun 14 2019 - 12:34

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I"m really wondering what they are thinking here.

 

The problem with reserves was everyone was choosing Artillery and as a result, as usual, heavy tanks being slow and big took the brunt. I think the best option still would be to grant 2 slots to each as a BASE but limit to 1 offensive, 1 defensive reserve.  If a class needed 3, then 2 should be defensive.

 

The increase in time for a given tank to respawn...who asked for this?  Personally i think it will drive people to buy more Premiums...and that was probably the intent here.  I do not see this as compelling players to conserve their re-spawns by preventing reckless batte actions.  Making respawns COST more, that would probably have worked.

 

Likely outcome here...LOTS more complaining.  Frontline is probably more in line with where WoT needs to go as a game along with a PvE mode...these changes do not enhance FL.



Tokolosk #14 Posted Jun 14 2019 - 12:45

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View PostMojo_Riesing, on Jun 14 2019 - 13:34, said:

I"m really wondering what they are thinking here.

 

The problem with reserves was everyone was choosing Artillery and as a result, as usual, heavy tanks being slow and big took the brunt. I think the best option still would be to grant 2 slots to each as a BASE but limit to 1 offensive, 1 defensive reserve.  If a class needed 3, then 2 should be defensive.

 

I'm guessing their thinking was to balance the amount of each tank class in battles. Currently having a light tank with 3 slots on maps where high mobility is already an advantage made them very prevalent. Sa,e with many wanting to play arty. 

 

If this theory holds up we should see a:

decrease in light tanks

decrease in arties in the queue

slight increase in mediums

larger increase in heavies



LpBronco #15 Posted Jun 14 2019 - 12:52

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View PostHellsfog, on Jun 13 2019 - 22:30, said:

As usual WG over reacts, especially with the death timer. Why on god's earth would anyone make it longer, other than to punish players without deep garages and handicap their teams? It's like they don't want new or casual  players to enjoy frontline. 

 

The game already punishes those most engaged in actually playing the objectives. They just changed this into a camp snooze fest, bad move. The timer needs to stay where it is in light of the other changes and wait a cycle to see how they play out.



Mega_Death #16 Posted Jun 14 2019 - 13:53

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A Defender with 3 reserves driven by a good player is going to be powerful.

 

I like that mediums will get 2 slots.

 

 



SteelRonin #17 Posted Jun 14 2019 - 15:02

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View PostMega_Death, on Jun 14 2019 - 09:53, said:

A Defender with 3 reserves driven by a good player is going to be powerful.

 

They are going to spam the Defender even more....



SporkBoy #18 Posted Jun 14 2019 - 15:38

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Encourage low count garage players to rent tanks, check.

Make heavies spam more arty/airstrikes for even more players complaing about arty - resulting in more dead tanks to encourage tank rentals, check.

Attacking just got way harder so longer games will result.

Still a grind to get the gold and bonds so will play.

TurboBlimp #19 Posted Jun 14 2019 - 16:16

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I was just corrected, thanks bgmp14. 

 

I still think the 5 minute waiting time is too much though :)


Edited by TurboBlimp, Jun 14 2019 - 18:32.


bgmp14 #20 Posted Jun 14 2019 - 18:28

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They did not increase respawn time, just the restoration time for dead tanks. It just means you would have to jump into some other tank So you would not be flying over the field any longer than before.





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